Posted: Tue Mar 07, 2006 12:32 am
Every conversation has script hooks. There are script hooks for conditional text (only show text if...) and there are script hooks for performing an action on dialogue selections (run script X when option 1 is selected).
In this manner, you can create a template that builders can use which includes generic text for the dialogue portions. The words can be tailored to each NPC (if need be) but the desired outcome would be the same and handled via the attached scripts. With random dialogues appropriate to NPC groups, we would reduce the need to customize these templates.
It would be great if we could make the dialogue text itself customizable WITHOUT requiring a new conversation. This would require the use of dedicated tokens in conversations and a means to configure and load the text dynamically in some other way (local 2das loaded on startup?). This would totally eliminate the need to customize a conversation template and create multiple copies of essentially the same dialogue. It's a pain to have many of these in the module as it clutters the interface and bloats mod size but maybe the new toolset solves this problem for us. It may be more of a pain trying to abstract the dialogue text though, so in the end, there might not be a perfect answer to this.
In this manner, you can create a template that builders can use which includes generic text for the dialogue portions. The words can be tailored to each NPC (if need be) but the desired outcome would be the same and handled via the attached scripts. With random dialogues appropriate to NPC groups, we would reduce the need to customize these templates.
It would be great if we could make the dialogue text itself customizable WITHOUT requiring a new conversation. This would require the use of dedicated tokens in conversations and a means to configure and load the text dynamically in some other way (local 2das loaded on startup?). This would totally eliminate the need to customize a conversation template and create multiple copies of essentially the same dialogue. It's a pain to have many of these in the module as it clutters the interface and bloats mod size but maybe the new toolset solves this problem for us. It may be more of a pain trying to abstract the dialogue text though, so in the end, there might not be a perfect answer to this.